extends Node var data = {} var orig_text = "" var orig_color = Color(0, 0, 0, 0) func _ready(): orig_text = self.get_parent().get_node("Viewport/GUI/Panel/Label").text orig_color = self.get_parent().get_node("Quad").get_surface_material(0).albedo_color func evaluate_solvability(): var apclient = global.get_node("Archipelago") var solvable = true var missing = [] if apclient._color_shuffle: for color in data["color"]: if not apclient._has_colors.has(color): missing.append(color) solvable = false if solvable: self.get_parent().get_node("Viewport/GUI/Panel/Label").text = orig_text self.get_parent().get_node("Viewport/GUI/Panel/TextEdit").editable = true self.get_parent().get_node("Quad").get_surface_material(0).albedo_color = orig_color else: var missing_text = "Missing: " for thing in missing: missing_text += thing + ",\n" missing_text = missing_text.left(missing_text.length() - 2) self.get_parent().get_node("Viewport/GUI/Panel/Label").text = missing_text self.get_parent().get_node("Viewport/GUI/Panel/TextEdit").editable = false self.get_parent().get_node("Quad").get_surface_material(0).albedo_color = Color( 0.7, 0.2, 0.2 ) Randomizer for LINGO 2 using Archipelago Multiworld
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path: root/data/maps/daedalus/rooms/Magic Room.txtpb
blob: 66c63cae7a587ddf790d89255d425747f4de205a (plain) (blame)
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name: "Magic Room"
panel_display_name: "Maze"
panels {
  name: "1"
  path: "Panels/Magic Maze/maze_1"
  clue: ""
  answer: "game"
  symbols: LINGO
}
panels {
  name: "2"
  path: "Panels/Magic Maze/maze_2"
  clue: ""
  answer: "image"
  symbols: LINGO
}
panels {
  name: "3"
  path: "Panels/Magic Maze/maze_3"
  clue: ""
  answer: "magic"
  symbols: LINGO
}
panels {
  name: "4"
  path: "Panels/Magic Maze/maze_4"
  clue: ""
  answer: "mice"
  symbols: LINGO
}